All monsters

Ghast

Medium, undead, chaotic evil

CR 2AC 13HP 36 (8d8)

Speed walk 30 ft

str
16
(+3)
dex
17
(+3)
con
10
(+0)
int
11
(+0)
wis
10
(+0)
cha
8
(-1)

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities Poisoned, Charmed, Exhaustion

Senses darkvision: 60 ft., passive_perception: 10

Languages Common

Traits

Stench. Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turn Defiance. The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

From the 5.1 SRD distributed by Wizards of the Coast under CC-BY 4.0. Dungeon Diary is not affiliated with or endorsed by Wizards of the Coast.